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Gamasutra: Jayelinda Suridge's Blog - Modelling by numbers: Part One A
An introduction to procedural geometry. Part 1A: The plane. Procedural geometry is geometry modelled in code. Instead of building 3D meshes by hand using art so
opengl - Getting the true z value from the depth buffer - Stack Overflow
Sampling from a depth buffer in a shader returns values between 0 and 1, as expected.
Given the near- and far- clip planes of the camera, how do I calculate the true z value at this point, i.e. the
So, many places will give you clues how to get linear depth from the OpenGL depth buffer, or visualise it, or other things. This, however, is what I believe to be the definitive answer: This link http://www.songho.ca/opengl/gl_projectionmatrix.html gives a good run-down of the projection matrix, and